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-rw-r--r--cwd/shaders/entity.fs9
-rw-r--r--cwd/shaders/entity.vs13
-rw-r--r--cwd/shaders/face.fs49
-rw-r--r--cwd/shaders/face.vs41
-rw-r--r--cwd/shaders/fbo.fs11
-rw-r--r--cwd/shaders/fbo.vs11
-rw-r--r--cwd/shaders/sky.fs51
-rw-r--r--cwd/shaders/sky.vs17
8 files changed, 0 insertions, 202 deletions
diff --git a/cwd/shaders/entity.fs b/cwd/shaders/entity.fs
deleted file mode 100644
index f0bb42f..0000000
--- a/cwd/shaders/entity.fs
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330 core
-
-uniform vec3 color;
-in vec2 uvPos;
-
-void main(){
- //if (uvPos.x < 0.9 && uvPos.x > 0.1 && uvPos.y < 0.9 && uvPos.y > 0.1) discard;
- gl_FragColor = vec4(color,1);
-} \ No newline at end of file
diff --git a/cwd/shaders/entity.vs b/cwd/shaders/entity.vs
deleted file mode 100644
index baa25e5..0000000
--- a/cwd/shaders/entity.vs
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 330 core
-
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 model;
-layout (location = 0) in vec3 position;
-layout (location = 1) in vec2 uvPosition;
-out vec2 uvPos;
-
-void main(){
- uvPos = uvPosition;
- gl_Position = projection*view*model*vec4(position,1);
-} \ No newline at end of file
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs
deleted file mode 100644
index 4872f06..0000000
--- a/cwd/shaders/face.fs
+++ /dev/null
@@ -1,49 +0,0 @@
-#version 330 core
-
-in VS_OUT {
- vec2 UvPosition;
- vec3 Texture;
- vec3 Color;
- vec2 Light;
-} fs_in;
-
-uniform sampler2DArray textureAtlas;
-uniform vec2 windowSize;
-uniform float DayTime;
-uniform float MinLightLevel;
-
-vec3 rgb2hsv(vec3 c)
-{
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
-
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-vec3 hsv2rgb(vec3 c)
-{
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
-}
-
-void main() {
- vec4 color = texture(textureAtlas,fs_in.Texture);
- if (color.a < 0.3)
- discard;
-
- vec3 hsvColor = rgb2hsv(color.xyz);
- hsvColor+=fs_in.Color;
- color = vec4(hsv2rgb(hsvColor),1);
-
- float light = fs_in.Light.x / 15.0;
- float skyLight = (fs_in.Light.y / 15.0) * DayTime;
-
- float faceLight = clamp(light + skyLight,MinLightLevel,1.0);
-
- color = vec4(color.rgb * faceLight, color.a);
- gl_FragColor = color;
-} \ No newline at end of file
diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs
deleted file mode 100644
index 9c40846..0000000
--- a/cwd/shaders/face.vs
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 330 core
-layout (location = 0) in vec3 position;
-layout (location = 2) in vec2 UvCoordinates;
-layout (location = 7) in vec4 Texture;
-layout (location = 8) in mat4 model;
-layout (location = 12) in vec3 color;
-layout (location = 13) in vec2 light;
-layout (location = 14) in float TextureLayer;
-
-out VS_OUT {
- vec2 UvPosition;
- vec3 Texture;
- vec3 Color;
- vec2 Light;
-} vs_out;
-
-//uniform mat4 view;
-//uniform mat4 projection;
-uniform mat4 projView;
-
-vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
- float x = TextureAtlasCoords.x;
- float y = TextureAtlasCoords.y;
- float w = TextureAtlasCoords.z;
- float h = TextureAtlasCoords.w;
- vec2 A = vec2(x, 1 - y - h);
- vec2 B = vec2(x + w, 1 - y);
- vec2 transformed = A + UvCoords * (B - A);
- return vec3(transformed.x, transformed.y, Layer);
-}
-
-void main()
-{
- vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projView * model * sourcePosition;
-
- vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
- vs_out.Texture = TransformTextureCoord(Texture,UvCoordinates,TextureLayer);
- vs_out.Color = color;
- vs_out.Light = light;
-}
diff --git a/cwd/shaders/fbo.fs b/cwd/shaders/fbo.fs
deleted file mode 100644
index df624b3..0000000
--- a/cwd/shaders/fbo.fs
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 330 core
-
-out vec4 FragColor;
-in vec2 TexCoords;
-
-uniform sampler2D inputTexture;
-
-void main()
-{
- FragColor = texture(inputTexture, TexCoords);
-} \ No newline at end of file
diff --git a/cwd/shaders/fbo.vs b/cwd/shaders/fbo.vs
deleted file mode 100644
index e1e8966..0000000
--- a/cwd/shaders/fbo.vs
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 330 core
-layout (location = 0) in vec2 Pos;
-layout (location = 1) in vec2 TextureCoords;
-
-out vec2 TexCoords;
-
-void main()
-{
- gl_Position = vec4(Pos.x, Pos.y, 0.0, 1.0);
- TexCoords = TextureCoords;
-} \ No newline at end of file
diff --git a/cwd/shaders/sky.fs b/cwd/shaders/sky.fs
deleted file mode 100644
index 36d65a5..0000000
--- a/cwd/shaders/sky.fs
+++ /dev/null
@@ -1,51 +0,0 @@
-#version 330 core
-
-in vec2 uvPos;
-in vec3 pos;
-
-uniform sampler2DArray textureAtlas;
-uniform float DayTime;
-uniform vec4 sunTexture;
-uniform float sunTextureLayer;
-uniform vec4 moonTexture;
-uniform float moonTextureLayer;
-
-const vec4 DaySkyColor = vec4(0.49,0.66,1, 1);
-
-const vec3 SunPos = vec3(0,0.1,0.5);
-
-const vec3 MoonPos = vec3(0,0.1,-0.5);
-
-vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
- float x = TextureAtlasCoords.x;
- float y = TextureAtlasCoords.y;
- float w = TextureAtlasCoords.z;
- float h = TextureAtlasCoords.w;
- vec2 A = vec2(x, 1 - y - h);
- vec2 B = vec2(x + w, 1 - y);
- vec2 transformed = A + UvCoords * (B - A);
- return vec3(transformed.x, transformed.y, Layer);
-}
-
-vec4 Sun() {
- vec3 sunDelta = (pos - SunPos)*3.0f;
- float distanceToSun = length(sunDelta);
- vec4 sunColor = texture(textureAtlas,TransformTextureCoord(sunTexture,(vec2(sunDelta.xy)+0.5f),sunTextureLayer));
- vec4 sun = mix(vec4(0,0,0,1),sunColor,clamp(1-distanceToSun*2.0f,0,1));
- return sun;
-}
-
-vec4 Moon() {
- vec3 moonDelta = (pos - MoonPos)*4.5f;
- float distanceToMoon = length(moonDelta);
- vec4 moonColor = texture(textureAtlas,TransformTextureCoord(moonTexture,(vec2(moonDelta.xy)+0.5f),moonTextureLayer));
- vec4 moon = mix(vec4(0,0,0,1),moonColor,clamp(1-distanceToMoon*2.0f,0,1));
- return moon;
-}
-
-void main() {
- vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f);
- gl_FragColor = mix(starColor, DaySkyColor, DayTime);
- gl_FragColor += Sun();
- gl_FragColor += Moon();
-} \ No newline at end of file
diff --git a/cwd/shaders/sky.vs b/cwd/shaders/sky.vs
deleted file mode 100644
index 983e1f3..0000000
--- a/cwd/shaders/sky.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 330 core
-
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 model;
-
-layout (location = 0) in vec3 position;
-layout (location = 1) in vec2 uvPosition;
-
-out vec2 uvPos;
-out vec3 pos;
-
-void main(){
- uvPos = uvPosition;
- pos = position;
- gl_Position = projection*view*model*vec4(position,1);
-} \ No newline at end of file